J Roberson sez:
> I don't know any specifics about aliens outside of the base information
> given in MT. BUT, it seems to me that since Solomani, Vilani, and Zhodani
> are all Humaniti, the physiological constraints on ship design would be
> similar. Even if one allows them to be of slightly different sizes, they
> would be proportianately alike.
Yeah, they will have similar internal environment. The over all shape and
scale may vary, but they will all have chairs that look similar and controls
for human hands.
> As for controls, I rather imagine that given the range of space, most
> contact and conflict will occur outside visual range, leading control of
> ships to be more akin to modern naval combat, as simulated by Harpoon and
> Red Storm Rising (the latter being a computer game). Meaning that rather
> than a joystick, dynamic controls for the display of information and
> operation of multiple ship functions will be used.
Well, I would remind you that those ships won't always be in combat. You
will be Beyond Visual Range in almost all space combat. But, you still
will have to land that ship sometime. Or if you can't land, you'll still
need to dock that ship. You will need some form of attitude control.
I would also point out that while there might be some debate on what
"Beyond Visual Range" might mean to a submarine, (Red Storm Rising is
sub combat I think) The more advanced submarines are starting to use
controls similar to aircraft: Control yokes and joysticks.
Now, as I understand it, a Holodynamic control is a holographic equivalent
to a dynamic touch screen type set up. The holographics allowing for a
3 dimensional array of controls. Well, I've worked with dynamic 2D touch
screens and found them very nice. But it was still about the same "Feel"
as a keyboard. I would NOT want to use one for a computer game where a
joystick would do better. And the idea of using a non-substantial
hologram of a joystick which I can not hold in my hand is about the same
as trying to play a musical instrument called a Theramin. A Theramin
plays by putting your hand near (what amounts to) a proximity sensor, this
raises or lowers a note. They make fun neat sounds, (all the sound effects
in _Forbidden Planet_ are Theramins, along with the electronic Theme for
the _Outer Limits_.) but it is nigh on impossible to get a good solid note
out of one. Even with perfect pitch, it is DAMN hard. A holograph of a
joystick will NOT work.
Juergen sagt:
>- Okay, I've skipped the comments about streamlined hulls very fast. The
>only thing a SL hull can't do, and an AF can is to land aerodynamically
>without using the contra-grav lifters. My opinion is: All ships using
>contra-grav lifters can indeed land on planet surfaces. Perhaps not AF
>hull need some more time, because athmospheric speed is limited.
>Yeah, it's true, I will allow USL ships using contra-grav to land on
>planets. The difference is, they will need 3 combat turns (1.5 hours)
>to land.
Sounds good to me. The idea that an AF hull can fly aerodynamically without
Grav is absolutely rediculous though. Take a look at the weight of those
ships. Then take a look at how big they are. There is NO WAY that those
ships can fly without gravitic lift. Not at all. The scoutship weighs
680 tons, right? Well, it has 1/3 LESS wing area than a 27 ton F-4
Phantom II. And it Weighs more than TWICE what a fully loaded B-52
Stratofortress. It will NEVER fly by aerodynamic lift.
Anthony scribe:
>Concerning Neural Interface and Dolphins, I seem to remember the old JTAS
>article allowed Neural Interface to the Waldos at TL13. The Neural Interface
>certainly stuck in my mind, because it was the first time I'd seen such a
>thing in Trav, but I may well be completely wrong (AGAIN).
Ah ha! I checked a bit. The JTAS article does not mention Neural Interfaces
at all. The Travellers Digest article DOES. I was basing my arguments on
the JTAS bit. Dolphins DO have a neural interface at TL 12.
- --
Scott 2G Kellogg
"Kellogg is just plain nuts!" -- H. Beam Piper